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Latest New World Blog Post Takes on Spammers, Exploits, and Talks About the State of the Economy

from the new world The last blog post is long, but it touches on many different issues with Amazon’s MMO. Specifically, the New World team talks about exploits, the current state of the economy, and more in this community update.

To eliminate the big problem first, from the new world a blog post talks about the gaming economy. Many gamers have felt the pinch of what looked like a deflated economy in the MMO since its launch, but Amazon apparently disputes that claim. The post states that more gold is actually earned than it comes out – although this may simply be due to the fact that on many servers, players have reverted to the barter and trade system rather than use the gambling markets because of the feeling of deflation. – and with the addition of Outpost Rush and the Azoth Staff bug fixed, Amazon is certain that increasing gold to level 60 will work on its own.

“Regarding the current state of the economy: From a data perspective, the economy is operating at acceptable levels. All servers create more money than it gets cut off, and at a good margin. game currently. When we look at the excess income generated per level, it is very high in the level 1-35 range, decent in the 40-59 level range, and decreases to 60. This means that more players are reaching level 60, it will start to put more pressure on the economy. “

Amazon says they are watching this closely and if the I / O dynamics (amount of gold in the player versus output through the various gold wells) becomes negative, the studio will take action to correct this. . The team is also increasing the gold earned in Expeditions starting with Starstone, while reducing the loss of durability in PvP, reducing the costs of respecting attributes and extending the tax periods on housing without increasing the rates. .

Trading posts are now also linked – and that’s huge. Before, each colony had its own economy and the trading posts were separate. This meant that the busiest areas (* cough * Everfall * cough *) were simply more profitable and easier to maintain than, say, Ebonscale Reach or other endgame areas. As a result, businesses that owned these remote areas were unable to afford maintenance costs, upgrade and project costs, and taxes due to the lack of traffic and commerce taking place there. .

Now trade positions are linked, which means you will be able to list and purchase things anywhere in the world, although the fees and taxes associated with the transaction are dictated by the region you are currently in. This should go a long way in spreading wealth, so to speak, to all corners of Aeternum, making every region worth interacting with the economy within.

“All counters will be linked. This change was made to bolster the economies of less traveled territories and ensure item availability in all territories.

  • The fees for buy and sell orders are defined by the Regulations from which you post them.
  • Transaction taxes on purchases you make are set by the regulation in which you make the purchase.
  • Items listed in expiring sell orders are returned to the Settlement from which they were posted.
  • It is no longer possible to place items on the trading post for 28 days. The maximum is now 14 days. “

The blog post also discusses exploits within the economy and ongoing gold mining. To restrict the ability of gold sellers to operate, New world Now restricts trading between players until you reach level 10 or your account is over 72 hours old. This should hopefully reduce the ability of farmers to trade currencies and sell gold in the game.

The economy has seen some exploits as well, as we have reported in the past. These should be cleared up, but the team took a second to apologize once again for having to stop trading in New world do this. The team also reiterated that the financial losses, in particular the maintenance of the settlements, will be compensated by a “repair”.

“Regarding coin and item dupes, we apologize for disabling player-traded economy. Players found a coin / item dupe bug when swapping players and l ‘exploited heavily (they will be penalized for this behavior). We took immediate action to mitigate the long-term economic impact, by disabling short-term trading, while we worked to tackle the root cause. was not a decision taken lightly, but we believe that the ability to trade and improve the rules is an important and fun aspect of our game that we aim to preserve. We have definitely banned players who have exploited the game. part / object duplication problem. “

New World also discusses war lag during 50v50 battles and how that plays out, especially with how war turns into a zerg or spamfest. Amazon talks about its plans to “keep the balance” and will be updated in a future War design devblog. Additionally, they discuss invasions and what players may feel when companies remove them from their participation. One of the key areas of from the new world The design is that the players control the battle, which also means that they control who is fighting in the melee. This might lead some players to think they don’t have a chance at one of these events, with a majority of away players constantly watching during invasions (and wars for that matter). Amazon is investigating potential solutions, but really has nothing more to share at this time.

You should check out the full post as it explains in more detail how the client-server relationship works (Amazon reiterating once again that the game is not authoritative client), as well as moderation efforts and more.

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